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Additional Origins

A complete guide to Lightweaver and the RPG-style origins included with the custom origins datapack.

This guide covers the origins added by the custom Lightweaver and RPG Origins datapack. It follows the same format as the Medieval Origins Revival guide and is based on the origin, power, and function files contained in the datapack.

Before You Choose

  • Impact 1 — Low: Easy to understand and close to normal Minecraft gameplay.
  • Impact 2 — Medium: Noticeable strengths and weaknesses that affect everyday play.
  • Impact 3 — High: A specialized or difficult playstyle that can substantially change survival.
  • Active abilities normally use Primary Active or Secondary Active. Check Options → Controls → Origins and bind both keys before playing.
  • Several RPG origins include bonuses for Iron's Spells 'n Spellbooks, Too Many Bows, Alshanex's Familiars, or FamiliarsLib. Those bonuses only work when the matching mod and attributes are available.
  • These RPG origins are added directly to the normal origin-selection layer. Choosing one therefore takes the place of another normal origin unless a separate addon moves them into their own class or path layer.

Playable Origins

OriginImpactGeneral Playstyle
LightweaverMediumMobile healing, support, and light magic
ArcherMediumHigh ranged damage and arrow management
BardMediumGroup buffs, music, and spell support
BruteHighUnarmed utility, natural defense, and target-based damage
ClericLowHealing, potions, villages, and support
KnightLowReliable melee damage and damage reduction
MageMediumSpellcasting, fireballs, and magical utility
ThiefHighSpeed, invisibility, theft, and risky survival

Lightweaver

Impact: Medium
Best for: Players who enjoy healing allies, supporting a group, and controlling an area with light magic.

Once human, the Lightweaver has become a divine being touched by holy light. Lightweavers have excellent vision and powerful healing abilities, but fewer hearts and an inability to wear Netherite armor.

Abilities

  • Beacon of Light: Press Primary Active to launch a shimmering orb in the direction you are facing. The orb can travel roughly 17 blocks. When it reaches an obstruction, it becomes a healing beacon for roughly 10 seconds; if it reaches its maximum distance without settling, it expires.
    • The active beacon repeatedly grants Regeneration II to nearby players and non-hostile creatures within approximately 10 blocks.
    • When the beacon settles, nearby entities receive Night Vision and Glowing for approximately 30 seconds.
    • The orb's activation cooldown is 20 seconds, and another orb cannot be created while one is active.
    • The beacon creates particles and status effects rather than placing permanent light blocks.
  • Life Link: Press Secondary Active to heal nearby players and owned creatures within 7 blocks.
    • Each affected target is healed for 6 health, equal to 3 hearts.
    • The Lightweaver sacrifices 2 health, equal to 1 heart, for every target healed.
    • After using the ability, the Lightweaver receives Speed I for 5 seconds.
    • The cooldown is 5 seconds.
  • Blessed Vision: Permanent full-strength night vision makes dark areas much easier to see.
  • Refraction: Netherite helmets, chestplates, leggings, and boots cannot be equipped.
  • Weaker Constitution: Maximum health is reduced by 4 health, leaving the Lightweaver with 8 hearts before other modifiers.
  • Divine Presence: The Lightweaver occasionally creates amethyst-like sounds and electric spark particles while standing still or walking. This is cosmetic.

Common Questions

Archer

Impact: Medium
Best for: Players who prefer bows, crossbows, ranged combat, and keeping specialized ammunition.

Archers deal exceptional projectile damage and have a personal quiver, but they have fewer hearts and perform poorly with attacks that are not fired as arrows.

Abilities

  • Marksman: Projectile attacks gain an additional 125% of their base damage before other modifiers, making arrows dramatically stronger than normal.
  • Too Many Bows Bonuses: Bows from Too Many Bows receive +0.05 bow critical chance and +0.2 bow damage through that mod's attributes.
  • Inexperienced: Damage that is not dealt by a Minecraft arrow is reduced by 50%.
  • Untrained: Maximum health is reduced by 30% of the normal base value, leaving the Archer with 7 hearts before other modifiers.
  • Resourceful: When a fletching table is within 3 blocks, the normal arrow recipe produces 8 arrows instead of 4.
  • Quiver: The Archer has a recoverable five-slot hopper-style inventory named Quiver.
    • Arrows, spectral arrows, and tipped arrows remain stored after death.
    • Other items placed in the quiver are dropped on death.

Common Questions

Bard

Impact: Medium
Best for: Players who enjoy buffing groups, using goat horns, supporting spellcasters, and staying mobile.

Bards use music to grant powerful area effects. They also support Sound and Nature spellcasting, but gain less experience and consume hunger more quickly.

Abilities

  • Musical Talent: Playing different goat horn instruments creates a different effect cloud for nearby entities.
    • Ponder: Strength I for 25 seconds in a 10-block area. Cooldown: 50 seconds.
    • Sing: Speed II for 37.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
    • Feel: Regeneration II for 62.5 seconds in a 10-block area. Cooldown: 50 seconds.
    • Admire: Invisibility for 37.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
    • Call: Haste I for 62.5 seconds in a 10-block area. Cooldown: 87.5 seconds.
    • Dream: Night Vision for 62.5 seconds in a 20-block area. Cooldown: 87.5 seconds.
    • Seek: Glowing for 62.5 seconds in a 10-block area. Cooldown: 50 seconds.
    • Yearn: Changes the weather to rain or thunder. The data gives rain a 75% chance and thunder a 25% chance. Cooldown: 125 seconds.
  • Musical Past: Starts with a Ponder Goat Horn in the offhand.
  • Charismatic: A support aura that is enabled by default and toggled with Primary Active.
    • While active, other players between 1 and 20 blocks away continuously receive Speed I and Regeneration I.
    • The aura does not target the Bard themself.
  • Decoy: While at 5 health or less, equal to 2.5 hearts, the Bard gains Speed I.
  • Primordial Harmony: Grants bonuses for compatible spell mods:
    • +1 Sound spell power.
    • +1 Nature spell power.
    • +150 maximum mana.
    • +30% total spell power.
    • +15% mana regeneration.
  • Not the Smartest: Experience gain is reduced by 35%.
  • More Exhaustion: Hunger drains faster than normal.

Common Questions

Brute

Impact: High
Best for: Players who enjoy aggressive melee combat, unusual healing rules, and fighting large monsters.

Brutes are built to overpower durable enemies. They are especially effective against creatures with very high maximum health, but struggle against small targets and cannot rely on normal passive regeneration while standing still.

Abilities

  • Select Targets — Large Enemies: Damage is doubled against targets with at least 50 maximum health.
  • Select Targets — Small Enemies: Damage is reduced by 65% against targets with less than 15 maximum health.
  • No Time to Rest: Natural health regeneration is disabled unless the Brute is sprinting.
  • Strong Arms: The origin references powers that allow Brutes to break stone with their fists and improve unarmed block breaking.
  • Natural Armor: The origin references a built-in armor bonus that provides protection without equipment.
  • No Shield: Brutes cannot use shields.

Common Questions

Cleric

Impact: Low
Best for: Players who enjoy villages, potion effects, healing groups, and avoiding direct combat.

Clerics are dedicated support characters. Villagers favor them, helpful potion effects last longer, and they can create a healing pool, but they have fewer hearts and cannot naturally regenerate in the Nether.

Abilities

  • Village Friendly: Permanently receives Hero of the Village I, granting the normal reputation and trading benefits associated with that effect.
  • Brewer: Speed, Regeneration, Jump Boost, and Strength effects last 50% longer.
  • Heal Pool: Press Primary Active to create a 5-block regeneration cloud.
    • The cloud applies Regeneration III to any mob that enters it.
    • Its radius shrinks by 0.5 block when used.
    • Cooldown: 50 seconds.
  • Forgivable: Immune to Bad Omen and therefore unable to start raids through the normal Bad Omen method.
  • Pure: Natural regeneration is disabled while in the Nether. The Cleric's model also changes color and shakes while corrupted by the dimension.
  • One With the World: Direct sunlight rapidly reduces accumulated insomnia, helping prevent Phantom spawns.
  • Untrained: Maximum health is reduced to 7 hearts before other modifiers.

Common Questions

Knight

Impact: Low
Best for: Players who want straightforward melee bonuses, reliable defense, and familiar Minecraft combat.

Knights are durable front-line fighters. Their abilities are simple and dependable, though their increased exhaustion requires them to carry more food.

Abilities

  • Durable: Every incoming hit is reduced by 1 damage, equal to half a heart, before later combat calculations.
  • Trained: All outgoing damage is increased by 10%.
  • Prepared: Starts with a shield equipped in the offhand.
  • More Exhaustion: Hunger drains faster than normal.

Common Questions

Mage

Impact: Medium
Best for: Players who want strong spell statistics, magical utility, and a ranged explosive ability.

Mages are powerful spellcasters with extra mana and spell power. They resist several harmful effects and can walk on water with a special focus item, but have low health and reduced conventional damage.

Abilities

  • Spell Power: Grants compatible Iron's Spells 'n Spellbooks bonuses:
    • +250 maximum mana.
    • +40% total spell power.
    • +25% mana regeneration.
    • +1 Holy spell power.
    • +1 Ice spell power.
    • +1 Evocation spell power.
  • Evocation: Adds another +1 Evocation spell power, for +2 Evocation spell power in total when both Mage powers load.
  • Fireball: Press Primary Active to launch a fireball with explosion power 2. Cooldown: 75 seconds.
  • Fast Cure: Immune to Poison, Weakness, and Slowness.
  • Water Walk: Hold a Heart of the Sea in the main hand to stand and walk on water.
  • Unwieldly: All ordinary damage dealt is reduced by 25%.
  • Untrained: Maximum health is reduced to 7 hearts before other modifiers.

Common Questions

Thief

Impact: High
Best for: Players who enjoy stealth, permanent speed, risky escape tools, and morally questionable village interactions.

Thieves are fast and difficult to detect while crouching, but their stealth prevents effective attacks, their health is reduced, and healing becomes weaker when they are critically injured.

Abilities

  • Speedy: Permanently receives Speed I.
  • Stealthy: Becomes invisible while crouching. Worn armor is also hidden.
  • Stealth Attack Restriction: While crouching, the Thief receives an extreme Weakness effect. It remains for approximately 3 seconds after the Thief stops crouching, preventing immediate attacks from invisibility.
  • Better Unnoticed: Maximum health is reduced by 20%, leaving the Thief with 8 hearts before other modifiers.
  • No Shield: Shields cannot be used.
  • Thefty: Killing a villager grants 3 emeralds. Cooldown: 100 seconds.
  • Uneasy Alliance: Killing an iron golem is intended to apply Bad Omen and start a raid when the kill occurs in a valid village.
  • Weak: Healing received while below 6 health, equal to 3 hearts, is reduced by 50%.

Common Questions

General FAQ

Which controls should players bind?

At minimum, bind Primary Active and Secondary Active under the Origins control category. Lightweaver uses both; Bard uses Primary Active for Charismatic; Cleric and Mage use Primary Active for Heal Pool and Fireball.

Why does an origin appear with a missing or invalid icon?

Some icons use modded items:

  • Archer uses too_many_bows:arcane_bow.
  • Bard uses alshanex_familiars:bard_harp.
  • Mage uses irons_spellbooks:necronomicon_spell_book.

If the corresponding item is not registered, the origin file may fail to load rather than simply displaying a missing texture.

Can these origins be used without the listed content mods?

Lightweaver's core files are self-contained apart from Origins/Apoli and Pehkui commands used by the beacon setup. The modified RPG origins include attributes and icons from other mods, so they should be used with the same mod set for which the datapack was created.

Why does an ability description differ from its actual value?

This guide uses the values in the JSON rather than relying only on the display text. For example, the Brute's small-target threshold is less than 15 maximum health in this datapack, and the Mage receives two separate Evocation bonuses.

Do cooldowns continue while an ability is inactive?

Yes. Normal Origins cooldown resources refill over time. Cooldown bars may only appear while the relevant power is selected or recently used, depending on the HUD configuration.

Datapack Integration Notes

The archive directly adds all eight origins to the normal origins:origin selection layer with replace: false, meaning they are added alongside origins supplied by other installed packs.

The following referenced RPG power files are not present inside this archive:

  • rpg_origins:charismatic_switch_effect
  • rpg_origins:charismatic_hunger
  • rpg_origins:no_shield
  • rpg_origins:strong_arms
  • rpg_origins:strong_arms_break_speed
  • rpg_origins:natural_armor

These are expected to come from the installed base RPG Origins addon or another datapack using the same namespace. Without that supporting content, the game may report unregistered power errors, and the affected Bard, Brute, or Thief features may not work.

The Lightweaver setup file also contains placeholder commands named COMMANDHERE. Invalid placeholder commands may create log warnings when the origin is added or removed, even though the visible Lightweaver powers can still be present.

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